This system of
feats builds upon the '1d6 Old Blood' mechanic. In addition to the listed
benefits, each feat grants you an additional numeral on all Old Blood rolls. Example:
Janos wishes to call the Old Blood to see if he can recall any information about
a Gholam, since he possesses the Thorn in the Foot feat he would succeed on a
roll of 1 or 2 on a d6.

Thorn in
the Foot [Old Blood]

Prerequisite: Old
BloodBenefit: When fighting Shadowspawn, you gain +2 to hit and +2
damage. This bonus is against all Shadowspawn.

Knowing
the Shadow [Old Blood]

Prerequisite: Old
BloodBenefit: You gain a +2 dodge bonus to your Defense against all Shadowspawn.

Bramble in
the Hand [Old Blood]

Prerequisite:
Old BloodBenefit: When fighting Shadowspawn you gain the benefit of the
Power Attack feat. If you already possess the Power Attack feat, you gain
a +3 bonus on damage rolls for every -2 penalty taken.

Sense the
Shadow [Old Blood]

Prerequisite: Old
BloodBenefit: You gain Sense Shadowspawn as an extraordinary ability
usable at will. This ability works as if you were a channeler equal to
your character level.

Stalwart
against the Shadow [Old Blood]

Prerequisite: Old
BloodBenefit: You gain +4 to all saving throws against Shadowspawn
effects and attacks.

Intuitive
Lore [Old Blood]

Prerequisite: Old
BloodBenefit: You add your wisdom modifier to all knowledge skills
checks in addition to your intelligence modifier.

Smite
Shadowspawn [Old Blood]

Prerequisite: Old
BloodBenefit: Once per day you may attempt to smite Shadowspawn with one
normal melee attack. You add your Charisma modifier (if positive) to your
attack roll, and deal one extra point of damage per level. This feat may
be selected multiple times, each time giving you an additional Smite
attempt per day.

Weaver
Blood [Old Blood]

Prerequisite: Old
Blood, Channeler 1+Benefit: For the purpose of determining bonus weaves and the saving
throw DC of weaves you cast, treat your applicable score for the DC to
resist your weaves as two points higher. Eg. Wisdom for Wilder, and
Intelligence for Initiate.

Lost Weave
[Old Blood]

Prerequisite: Old
Blood, Channeler 1+Benefit: You recall one lost weave. The weave selected can be no
higher than two levels above your maximum weave slot.

Lore of
the Ages [Old Blood]

Prerequisite: Old
BloodBenefit: All ranks spent in knowledge skills are treated as 2
ranks. Your maximum ranks still apply as normal.

Read the
Blood [Old Blood]

Prerequisite: Old
BloodBenefit: You have an intuitive knowledge of the actions and
behaviors of other individuals due to the insights that can only be gained
through the Old Blood.

You may only use this ability once per individual, and only when they
target you with a Bluff, Diplomacy, or Intimidate skill check. You must
declare you are using this feat before rolling your opposed Sense Motive
check. Depending on the degree success (the number by which you beat your
opposed DC) several benefits may be gained. Note: If you do not win your
check, you gain no benefit.

5

You gain a +2 to all opposed skill checks.

10

You gain a +1 to all attack rolls.

15

You may take 10 on all opposed skill checks.

20

You gain a favor, as per the Call in a Favor ability of the
Noble class on page 55 of the WoTRPG.

Fated Item
[Old Blood]

Prerequisite: Old
BloodBenefit: You are inextricably tied to an item of power or
significance. This item may be any item, be it a weapon, or something more
mundane. The exact powers, abilities, and history of this item must be
worked out between you and your GM. Perhaps you already possess this item,
or perhaps you may quest for it; these issues are at GM discretion.

See Cuebiyar’al’shar
for a prestige class that uses Expanded Old Blood Feats heavily.